/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "gamePCH.h"
#include "Common.h"
#include "DBCEnums.h"
#include "ObjectMgr.h"
#include "World.h"
#include "WorldPacket.h"
#include "DatabaseEnv.h"
#include "AchievementMgr.h"
#include "ArenaTeam.h"
#include "CellImpl.h"
#include "GameEventMgr.h"
#include "GridNotifiersImpl.h"
#include "Guild.h"
#include "Language.h"
#include "Player.h"
#include "SpellMgr.h"
#include "DisableMgr.h"
#include "ScriptMgr.h"
#include "MapManager.h"
#include "Battleground.h"
#include "BattlegroundAB.h"
#include "Map.h"
#include "InstanceScript.h"
#include "zlib.h"

namespace Trinity
{
    class AchievementChatBuilder
    {
    public:
        AchievementChatBuilder(Player const& pl, ChatMsg msgtype, int32 textId, uint32 ach_id) :
                i_player(pl), i_msgtype(msgtype), i_textId(textId), i_achievementId(ach_id)
        {
        }

        void operator()(WorldPacket& data, LocaleConstant loc_idx)
        {
            char const* text = sObjectMgr->GetArkCoreString(i_textId, loc_idx);

            data << uint8(i_msgtype);
            data << uint32(LANG_UNIVERSAL);
            data << uint64(i_player.GetGUID());
            data << uint32(5);
            data << uint64(i_player.GetGUID());
            data << uint32(strlen(text) + 1);
            data << text;
            data << uint8(0);
            data << uint32(i_achievementId);
        }

    private:
        Player const& i_player;
        ChatMsg i_msgtype;
        int32 i_textId;
        uint32 i_achievementId;
    };
}

bool AchievementCriteriaData::IsValid(AchievementCriteriaEntry const* criteria)
{
    if (dataType >= MAX_ACHIEVEMENT_CRITERIA_DATA_TYPE)
    {
        sLog->outErrorDb("Table `achievement_criteria_data` for criteria (Entry: %u) has wrong data type (%u), ignored.", criteria->ID, dataType);
        return false;
    }

    switch (criteria->requiredType)
    {
    case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE:
    case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG:
    case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING:
    case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST:          // only hardcoded list
    case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL:
    case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA:
    case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE:
    case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL:
    case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL:
    case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE:
    case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2:
    case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET:
    case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2:
    case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM:
    case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT:
    case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT:
    case ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE:
    case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL:
        break;

    default:
        sLog->outErrorDb("Table `achievement_criteria_data` has data for non-supported criteria type (Entry: %u Type: %u), ignored.", criteria->ID, criteria->requiredType);

        return false;
    }

    switch (dataType)
    {
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_NONE:
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_VALUE:
    case ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT:
        return true;

    case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_CREATURE:
        if (!creature.id || !ObjectMgr::GetCreatureTemplate(creature.id))
        {
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_CREATURE (%u) has non-existing creature id in value1 (%u), ignored.", criteria->ID, criteria->requiredType, dataType, creature.id);
            return false;
        }
        return true;

    case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_CLASS_RACE:
        if (!classRace.class_id && !classRace.race_id)
        {
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_PLAYER_CLASS_RACE (%u) must not have 0 in either value field, ignored.", criteria->ID, criteria->requiredType, dataType);
            return false;
        }
        if (classRace.class_id && ((1 << (classRace.class_id - 1)) & CLASSMASK_ALL_PLAYABLE) == 0)
        {
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_CREATURE (%u) has non-existing class in value1 (%u), ignored.", criteria->ID, criteria->requiredType, dataType, classRace.class_id);
            return false;
        }
        if (classRace.race_id && ((1 << (classRace.race_id - 1)) & RACEMASK_ALL_PLAYABLE) == 0)
        {
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_CREATURE (%u) has non-existing race in value2 (%u), ignored.", criteria->ID, criteria->requiredType, dataType, classRace.race_id);
            return false;
        }
        return true;

    case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_LESS_HEALTH:
        if (health.percent < 1 || health.percent > 100)
        {
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_PLAYER_LESS_HEALTH (%u) has wrong percent value in value1 (%u), ignored.", criteria->ID, criteria->requiredType, dataType, health.percent);
            return false;
        }
        return true;

    case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_DEAD:
        if (player_dead.own_team_flag > 1)
        {
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_DEAD (%u) has wrong boolean value1 (%u).", criteria->ID, criteria->requiredType, dataType, player_dead.own_team_flag);
            return false;
        }
        return true;

    case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA:
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_AURA:
    {
        SpellEntry const* spellEntry = sSpellStore.LookupEntry(aura.spell_id);
        if (!spellEntry)
        {
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type %s (%u) has wrong spell id in value1 (%u), ignored.", criteria->ID, criteria->requiredType, (
                    dataType == ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA ? "ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA" : "ACHIEVEMENT_CRITERIA_DATA_TYPE_T_AURA"), dataType, aura.spell_id);
            return false;
        }
        if (aura.effect_idx >= 3)
        {
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type %s (%u) has wrong spell effect index in value2 (%u), ignored.", criteria->ID, criteria->requiredType, (
                    dataType == ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA ? "ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA" : "ACHIEVEMENT_CRITERIA_DATA_TYPE_T_AURA"), dataType, aura.effect_idx);
            return false;
        }
        if (!spellEntry->EffectApplyAuraName[aura.effect_idx])
        {
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type %s (%u) has non-aura spell effect (ID: %u Effect: %u), ignores.", criteria->ID, criteria->requiredType, (
                    dataType == ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA ? "ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA" : "ACHIEVEMENT_CRITERIA_DATA_TYPE_T_AURA"), dataType, aura.spell_id, aura.effect_idx);
            return false;
        }
        return true;
    }

    case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AREA:
        if (!GetAreaEntryByAreaID(area.id))
        {
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AREA (%u) has wrong area id in value1 (%u), ignored.", criteria->ID, criteria->requiredType, dataType, area.id);
            return false;
        }
        return true;

    case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_LEVEL:
        if (level.minlevel > STRONG_MAX_LEVEL)
        {
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_T_LEVEL (%u) has wrong minlevel in value1 (%u), ignored.", criteria->ID, criteria->requiredType, dataType, level.minlevel);
            return false;
        }
        return true;

    case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_GENDER:
        if (gender.gender > GENDER_NONE)
        {
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_T_GENDER (%u) has wrong gender in value1 (%u), ignored.", criteria->ID, criteria->requiredType, dataType, gender.gender);
            return false;
        }
        return true;

    case ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT:
        if (!ScriptId)
        {
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT (%u) does not have ScriptName set, ignored.", criteria->ID, criteria->requiredType, dataType);
            return false;
        }
        return true;

    case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_DIFFICULTY:
        if (difficulty.difficulty >= MAX_DIFFICULTY)
        {
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_DIFFICULTY (%u) has wrong difficulty in value1 (%u), ignored.", criteria->ID, criteria->requiredType, dataType, difficulty.difficulty);
            return false;
        }
        return true;

    case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_PLAYER_COUNT:
        if (map_players.maxcount <= 0)
        {
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_PLAYER_COUNT (%u) has wrong max players count in value1 (%u), ignored.", criteria->ID, criteria->requiredType, dataType, map_players.maxcount);
            return false;
        }
        return true;

    case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_TEAM:
        if (team.team != ALLIANCE && team.team != HORDE)
        {
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_T_TEAM (%u) has unknown team in value1 (%u), ignored.", criteria->ID, criteria->requiredType, dataType, team.team);
            return false;
        }
        return true;

    case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_DRUNK:
        if (drunk.state >= MAX_DRUNKEN)
        {
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_S_DRUNK (%u) has unknown drunken state in value1 (%u), ignored.", criteria->ID, criteria->requiredType, dataType, drunk.state);
            return false;
        }
        return true;

    case ACHIEVEMENT_CRITERIA_DATA_TYPE_HOLIDAY:
        if (!sHolidaysStore.LookupEntry(holiday.id))
        {
            sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) for data type ACHIEVEMENT_CRITERIA_DATA_TYPE_HOLIDAY (%u) has unknown holiday in value1 (%u), ignored.", criteria->ID, criteria->requiredType, dataType, holiday.id);
            return false;
        }
        return true;

    case ACHIEVEMENT_CRITERIA_DATA_TYPE_BG_LOSS_TEAM_SCORE:
        return true;          // not check correctness node indexes

    case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_EQUIPED_ITEM:
        if (equipped_item.item_quality >= MAX_ITEM_QUALITY)
        {
            sLog->outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPED_ITEM (%u) has unknown quality state in value1 (%u), ignored.", criteria->ID, criteria->requiredType, dataType, equipped_item.item_quality);
            return false;
        }
        return true;

    case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_ID:
        if (!sMapStore.LookupEntry(map_id.mapId))
        {
            sLog->outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_ID (%u) has unknown map id in value1 (%u), ignored.", criteria->ID, criteria->requiredType, dataType, map_id.mapId);
            return false;
        }
        return true;

    default:
        sLog->outErrorDb("Table `achievement_criteria_data` (Entry: %u Type: %u) has data for non-supported data type (%u), ignored.", criteria->ID, criteria->requiredType, dataType);
        return false;
    }
}

bool AchievementCriteriaData::Meets(uint32 criteria_id, Player const* source, Unit const* target, uint32 miscvalue1 /*= 0*/) const
{
    switch (dataType)
    {
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_NONE:
        return true;
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_CREATURE:
        if (!target || target->GetTypeId() != TYPEID_UNIT)
            return false;
        return target->GetEntry() == creature.id;
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_CLASS_RACE:
        if (!target || target->GetTypeId() != TYPEID_PLAYER)
            return false;
        if (classRace.class_id && classRace.class_id != target->ToPlayer()->getClass())
            return false;
        if (classRace.race_id && classRace.race_id != target->ToPlayer()->getRace())
            return false;
        return true;
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_LESS_HEALTH:
        if (!target || target->GetTypeId() != TYPEID_PLAYER)
            return false;
        return !target->HealthAbovePct(health.percent);

    case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_PLAYER_DEAD:
        if (target && !target->isAlive())
            if (const Player* player = target->ToPlayer())
                if (player->GetDeathTimer() != 0)
                    return (player->GetTeam() == source->GetTeam()) == (player_dead.own_team_flag != 0);          // flag set == must be same team, not set == different team
        return false;
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AURA:
        return source->HasAuraEffect(aura.spell_id, aura.effect_idx);
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_AREA:
    {
        uint32 zone_id, area_id;
        source->GetZoneAndAreaId(zone_id, area_id);
        return area.id == zone_id || area.id == area_id;
    }
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_AURA:
        return target && target->HasAuraEffect(aura.spell_id, aura.effect_idx);
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_VALUE:
        return miscvalue1 >= value.minvalue;
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_LEVEL:
        if (!target)
            return false;
        return target->getLevel() >= level.minlevel;
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_GENDER:
        if (!target)
            return false;
        return target->getGender() == gender.gender;
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT:
        return sScriptMgr->OnCriteriaCheck(this, const_cast<Player*>(source), const_cast<Unit*>(target));
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_DIFFICULTY:
        return source->GetMap()->GetSpawnMode() == difficulty.difficulty;
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_PLAYER_COUNT:
        return source->GetMap()->GetPlayersCountExceptGMs() <= map_players.maxcount;
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_T_TEAM:
        if (!target || target->GetTypeId() != TYPEID_PLAYER)
            return false;
        return target->ToPlayer()->GetTeam() == team.team;
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_DRUNK:
        return Player::GetDrunkenstateByValue(source->GetDrunkValue()) >= DrunkenState(drunk.state);
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_HOLIDAY:
        return IsHolidayActive(HolidayIds(holiday.id));
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_BG_LOSS_TEAM_SCORE:
    {
        Battleground* bg = source->GetBattleground();
        if (!bg)
            return false;
        return bg->IsTeamScoreInRange(source->GetTeam() == ALLIANCE ? HORDE : ALLIANCE, bg_loss_team_score.min_score, bg_loss_team_score.max_score);
    }
    case ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT:
    {
        if (!source->IsInWorld())
            return false;
        Map* map = source->GetMap();
        if (!map->IsDungeon())
        {
            sLog->outErrorDb("Achievement system call ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT (%u) for achievement criteria %u for non-dungeon/non-raid map %u", ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT, criteria_id, map->GetId());
            return false;
        }
        InstanceScript* instance = ((InstanceMap*) map)->GetInstanceScript();
        if (!instance)
        {
            sLog->outErrorDb("Achievement system call ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT (%u) for achievement criteria %u for map %u but map does not have a instance script", ACHIEVEMENT_CRITERIA_DATA_INSTANCE_SCRIPT, criteria_id, map->GetId());
            return false;
        }
        return instance->CheckAchievementCriteriaMeet(criteria_id, source, target, miscvalue1);
    }
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_S_EQUIPED_ITEM:
    {
        ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(miscvalue1);
        if (!pProto)
            return false;
        return pProto->ItemLevel >= equipped_item.item_level && pProto->Quality >= equipped_item.item_quality;
    }
    case ACHIEVEMENT_CRITERIA_DATA_TYPE_MAP_ID:
        return source->GetMapId() == map_id.mapId;

    default:
        break;
    }
    return false;
}

bool AchievementCriteriaDataSet::Meets(Player const* source, Unit const* target, uint32 miscvalue /*= 0*/) const
{
    for (Storage::const_iterator itr = storage.begin(); itr != storage.end(); ++itr)
        if (!itr->Meets(criteria_id, source, target, miscvalue))
            return false;

    return true;
}

AchievementMgr::AchievementMgr(Player *player)
{
    m_player = player;
    achievementPoints = 0;
}

AchievementMgr::~AchievementMgr()
{
    //?
}

void AchievementMgr::Reset()
{
    for (CompletedAchievementMap::const_iterator iter = m_completedAchievements.begin(); iter != m_completedAchievements.end(); ++iter)
    {
        WorldPacket data(SMSG_ACHIEVEMENT_DELETED, 4);
        data << uint32(iter->first);
        m_player->SendDirectMessage(&data);
    }

    for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter)
    {
        WorldPacket data(SMSG_CRITERIA_DELETED, 4);
        data << uint32(iter->first);
        m_player->SendDirectMessage(&data);
    }

    m_completedAchievements.clear();
    achievementPoints = 0;
    m_criteriaProgress.clear();
    DeleteFromDB(m_player->GetGUIDLow());

    // re-fill data
    CheckAllAchievementCriteria();
}

void AchievementMgr::ResetAchievementCriteria(AchievementCriteriaTypes type, uint64 miscvalue1, uint64 miscvalue2, bool evenIfCriteriaComplete)
{
    sLog->outDebug(LOG_FILTER_ACHIEVEMENTSYS, "AchievementMgr::ResetAchievementCriteria(%u, %u, %u)", type, miscvalue1, miscvalue2);

    if (m_player->GetSession()->GetSecurity() > AccountTypes(sWorld->getIntConfig(CONFIG_GM_LEVEL_ALLOW_ACHIEVEMENTS)))
        return;

    AchievementCriteriaEntryList const& achievementCriteriaList = sAchievementMgr->GetAchievementCriteriaByType(type);
    for (AchievementCriteriaEntryList::const_iterator i = achievementCriteriaList.begin(); i != achievementCriteriaList.end(); ++i)
    {
        AchievementCriteriaEntry const *achievementCriteria = (*i);
        AchievementEntry const *achievement = sAchievementStore.LookupEntry(achievementCriteria->referredAchievement);
        if (!achievement)
            continue;

        // don't update already completed criteria if not forced or achievement already complete
        if ((IsCompletedCriteria(achievementCriteria, achievement) && !evenIfCriteriaComplete) || HasAchieved(achievement))
            continue;

        for (uint8 j = 0; j < MAX_CRITERIA_REQUIREMENTS; ++j)
            if (achievementCriteria->additionalRequirements[j].additionalRequirement_type == miscvalue1 && (!achievementCriteria->additionalRequirements[j].additionalRequirement_value || achievementCriteria->additionalRequirements[j].additionalRequirement_value == miscvalue2))
            {
                RemoveCriteriaProgress(achievementCriteria);
                break;
            }
    }
}

void AchievementMgr::DeleteFromDB(uint32 lowguid)
{
    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    trans->PAppend("DELETE FROM character_achievement WHERE guid = %u", lowguid);
    trans->PAppend("DELETE FROM character_achievement_progress WHERE guid = %u", lowguid);
    CharacterDatabase.CommitTransaction(trans);
}

void AchievementMgr::SaveToDB(SQLTransaction& trans)
{
    if (!m_completedAchievements.empty())
    {
        bool need_execute = false;
        std::ostringstream ssdel;
        std::ostringstream ssins;
        for (CompletedAchievementMap::iterator iter = m_completedAchievements.begin(); iter != m_completedAchievements.end(); ++iter)
        {
            if (!iter->second.changed)
                continue;

            /// first new/changed record prefix
            if (!need_execute)
            {
                ssdel << "DELETE FROM character_achievement WHERE guid = " << GetPlayer()->GetGUIDLow() << " AND achievement IN (";
                ssins << "INSERT INTO character_achievement (guid, achievement, date) VALUES ";
                need_execute = true;
            }
            /// next new/changed record prefix
            else
            {
                ssdel << ", ";
                ssins << ", ";
            }

            // new/changed record data
            ssdel << iter->first;
            ssins << "(" << GetPlayer()->GetGUIDLow() << ", " << iter->first << ", " << uint64(iter->second.date) << ")";

            /// mark as saved in db
            iter->second.changed = false;
        }

        if (need_execute)
            ssdel << ")";

        if (need_execute)
        {
            trans->Append(ssdel.str().c_str());
            trans->Append(ssins.str().c_str());
        }
    }

    if (!m_criteriaProgress.empty())
    {
        /// prepare deleting and insert
        bool need_execute_del = false;
        bool need_execute_ins = false;
        std::ostringstream ssdel;
        std::ostringstream ssins;
        for (CriteriaProgressMap::iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter)
        {
            if (!iter->second.changed)
                continue;

            // deleted data (including 0 progress state)
            {
                /// first new/changed record prefix (for any counter value)
                if (!need_execute_del)
                {
                    ssdel << "DELETE FROM character_achievement_progress WHERE guid = " << GetPlayer()->GetGUIDLow() << " AND criteria IN (";
                    need_execute_del = true;
                }
                /// next new/changed record prefix
                else
                    ssdel << ", ";

                // new/changed record data
                ssdel << iter->first;
            }

            // store data only for real progress
            if (iter->second.counter != 0)
            {
                /// first new/changed record prefix
                if (!need_execute_ins)
                {
                    ssins << "INSERT INTO character_achievement_progress (guid, criteria, counter, date) VALUES ";
                    need_execute_ins = true;
                }
                /// next new/changed record prefix
                else
                    ssins << ", ";

                // new/changed record data
                ssins << "(" << GetPlayer()->GetGUIDLow() << ", " << iter->first << ", " << iter->second.counter << ", " << iter->second.date << ")";
            }

            /// mark as updated in db
            iter->second.changed = false;
        }

        if (need_execute_del)          // DELETE ... IN (.... _)_
            ssdel << ")";

        if (need_execute_del || need_execute_ins)
        {
            if (need_execute_del)
                trans->Append(ssdel.str().c_str());
            if (need_execute_ins)
                trans->Append(ssins.str().c_str());
        }
    }
}

void AchievementMgr::LoadFromDB(PreparedQueryResult achievementResult, PreparedQueryResult criteriaResult)
{
    if (achievementResult)
    {
        do
        {
            Field* fields = achievementResult->Fetch();
            uint32 achievementid = fields[0].GetUInt16();

            // don't must happen: cleanup at server startup in sAchievementMgr->LoadCompletedAchievements()
            AchievementEntry const* achievement = sAchievementStore.LookupEntry(achievementid);
            if (!achievement)
                continue;

            CompletedAchievementData& ca = m_completedAchievements[achievementid];
            ca.date = time_t(fields[1].GetUInt32());
            ca.changed = false;

            if (AchievementEntry const* pAchievement = sAchievementStore.LookupEntry(achievementid))
                achievementPoints += pAchievement->points;

            // title achievement rewards are retroactive
            if (AchievementReward const* reward = sAchievementMgr->GetAchievementReward(achievement))
                if (uint32 titleId = reward->titleId[GetPlayer()->GetTeam() == ALLIANCE ? 0 : 1])
                    if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(titleId))
                        if (!GetPlayer()->HasTitle(titleEntry))
                            GetPlayer()->SetTitle(titleEntry);
        }
        while (achievementResult->NextRow());
    }

    if (criteriaResult)
    {
        do
        {
            Field* fields = criteriaResult->Fetch();

            uint32 id = fields[0].GetUInt16();
            uint32 counter = fields[1].GetUInt32();
            time_t date = time_t(fields[2].GetUInt32());

            AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(id);
            if (!criteria)
            {
                // we will remove not existed criteria for all characters
                sLog->outError("Non-existing achievement criteria %u data removed from table `character_achievement_progress`.", id);
                CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE criteria = %u", id);
                continue;
            }

            if (criteria->timeLimit && time_t(date + criteria->timeLimit) < time(NULL))
                continue;

            CriteriaProgress& progress = m_criteriaProgress[id];
            progress.counter = counter;
            progress.date = date;
            progress.changed = false;
        }
        while (criteriaResult->NextRow());
    }
}

void AchievementMgr::SendAchievementEarned(AchievementEntry const* achievement)
{
    if (GetPlayer()->GetSession()->PlayerLoading())
        return;

    // Don't send for achievements with ACHIEVEMENT_FLAG_HIDDEN
    if (achievement->flags & ACHIEVEMENT_FLAG_HIDDEN)
        return;

#ifdef ARKCORE_DEBUG
    sLog->outDebug(LOG_FILTER_ACHIEVEMENTSYS, "AchievementMgr::SendAchievementEarned(%u)", achievement->ID);
#endif

    if (Guild * guild = sGuildMgr->GetGuildById(GetPlayer()->GetGuildId()))
    {
        Trinity::AchievementChatBuilder say_builder(*GetPlayer(), CHAT_MSG_GUILD_ACHIEVEMENT, LANG_ACHIEVEMENT_EARNED, achievement->ID);
        Trinity::LocalizedPacketDo<Trinity::AchievementChatBuilder> say_do(say_builder);
        guild->BroadcastWorker(say_do, GetPlayer());
        guild->UpdateMemberData(GetPlayer(), GUILD_MEMBER_DATA_ACHIEVEMENT_POINTS, GetAchievementPoints());
    }

    if (achievement->flags & (ACHIEVEMENT_FLAG_REALM_FIRST_KILL | ACHIEVEMENT_FLAG_REALM_FIRST_REACH))
    {
        // broadcast realm first reached
        WorldPacket data(SMSG_SERVER_FIRST_ACHIEVEMENT, strlen(GetPlayer()->GetName()) + 1 + 8 + 4 + 4);
        data << GetPlayer()->GetName();
        data << uint64(GetPlayer()->GetGUID());
        data << uint32(achievement->ID);
        data << uint32(0);          // 1=link supplied string as player name, 0=display plain string
        sWorld->SendGlobalMessage(&data);
    }
    // if player is in world he can tell his friends about new achievement
    else if (GetPlayer()->IsInWorld())
    {
        CellPair p = Trinity::ComputeCellPair(GetPlayer()->GetPositionX(), GetPlayer()->GetPositionY());
        Cell cell(p);
        cell.data.Part.reserved = ALL_DISTRICT;
        cell.SetNoCreate();

        Trinity::AchievementChatBuilder say_builder(*GetPlayer(), CHAT_MSG_ACHIEVEMENT, LANG_ACHIEVEMENT_EARNED, achievement->ID);
        Trinity::LocalizedPacketDo<Trinity::AchievementChatBuilder> say_do(say_builder);
        Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::AchievementChatBuilder> > say_worker(GetPlayer(), sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), say_do);
        TypeContainerVisitor<Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::AchievementChatBuilder> >, WorldTypeMapContainer> message(say_worker);
        cell.Visit(p, message, *GetPlayer()->GetMap(), *GetPlayer(), sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY));
    }

    WorldPacket data(SMSG_ACHIEVEMENT_EARNED, 8 + 4 + 8);
    data.append(GetPlayer()->GetPackGUID());
    data << uint32(achievement->ID);
    data << uint32(secsToTimeBitFields(time(NULL)));
    data << uint32(0);
    GetPlayer()->SendMessageToSetInRange(&data, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), true);
}

void AchievementMgr::SendCriteriaUpdate(AchievementCriteriaEntry const* entry, CriteriaProgress const* progress, uint32 timeElapsed, bool timedCompleted)
{
    WorldPacket data(SMSG_CRITERIA_UPDATE, 8 + 4 + 8);
    data << uint32(entry->ID);

    // the counter is packed like a packed Guid
    data.appendPackGUID(progress->counter);

    data.append(GetPlayer()->GetPackGUID());
    if (!entry->timeLimit)
        data << uint32(0);
    else
        data << uint32(timedCompleted ? 0 : 1);          // this are some flags, 1 is for keeping the counter at 0 in client
    data << uint32(secsToTimeBitFields(progress->date));
    data << uint32(timeElapsed);          // time elapsed in seconds
    data << uint32(0);          // unk
    GetPlayer()->SendDirectMessage(&data);
}

/**
 * Called at player login. The player might have fulfilled some achievements when the achievement system wasn't working yet
 **/

void AchievementMgr::CheckAllAchievementCriteria()
{
    // suppress sending packets
    for (uint32 i = 0; i < ACHIEVEMENT_CRITERIA_TYPE_TOTAL; ++i)
        UpdateAchievementCriteria(AchievementCriteriaTypes(i));
}

static const uint32 achievIdByArenaSlot[MAX_ARENA_SLOT] =
{ 1057, 1107, 1108 };
static const uint32 achievIdForDungeon[][4] =
{
{ 321, true, true, true },
{ 916, false, true, false },
{ 917, false, true, false },
{ 918, true, false, false },
{ 2219, false, false, true },
{ 0, false, false, false } };          // ach_cr_id, is_dungeon, is_raid, is_heroic_dungeon

/**
 * this function will be called whenever the user might have done a criteria relevant action
 **/

void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, uint64 miscvalue1, uint64 miscvalue2, Unit *unit, uint32 time)
{
    sLog->outDebug(LOG_FILTER_ACHIEVEMENTSYS, "AchievementMgr::UpdateAchievementCriteria(%u, %u, %u)", type, miscvalue1, miscvalue2);
    if (m_player->GetSession()->GetSecurity() > AccountTypes(sWorld->getIntConfig(CONFIG_GM_LEVEL_ALLOW_ACHIEVEMENTS)))
        return;

    AchievementCriteriaEntryList const& achievementCriteriaList = sAchievementMgr->GetAchievementCriteriaByType(type);
    for (AchievementCriteriaEntryList::const_iterator i = achievementCriteriaList.begin(); i != achievementCriteriaList.end(); ++i)
    {
        AchievementCriteriaEntry const *achievementCriteria = (*i);
        if (sDisableMgr->IsDisabledFor(DISABLE_TYPE_ACHIEVEMENT_CRITERIA, achievementCriteria->ID, NULL))
            continue;

        AchievementEntry const *achievement = sAchievementStore.LookupEntry(achievementCriteria->referredAchievement);
        if (!achievement)
            continue;

        if ((achievement->factionFlag == ACHIEVEMENT_FACTION_HORDE && GetPlayer()->GetTeam() != HORDE) || (achievement->factionFlag == ACHIEVEMENT_FACTION_ALLIANCE && GetPlayer()->GetTeam() != ALLIANCE))
            continue;

        // don't update already completed criteria
        if (IsCompletedCriteria(achievementCriteria, achievement))
            continue;

        switch (type)
        {
        // std. case: increment at 1
        case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST:
        case ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS:
        case ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL:
        case ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION:
        case ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS: /* FIXME: for online player only currently */
        case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED:
        case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED:
        case ACHIEVEMENT_CRITERIA_TYPE_QUEST_ABANDONED:
        case ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN:
        case ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS:
        case ACHIEVEMENT_CRITERIA_TYPE_USE_LFD_TO_GROUP_WITH_PLAYERS:
            // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
            if (!miscvalue1)
                continue;
            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
            // std case: increment at miscvalue1
        case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS:
        case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS:
        case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD:
        case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING:
        case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER:
        case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL:
        case ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY:
        case ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS:/* FIXME: for online player only currently */
        case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED:
        case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_HEALING_RECEIVED:
            // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
            if (!miscvalue1)
                continue;
            SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
            break;
            // std case: high value at miscvalue1
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID:
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD: /* FIXME: for online player only currently */
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_DEALT:
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_RECEIVED:
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEAL_CASTED:
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALING_RECEIVED:
            // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
            if (!miscvalue1)
                continue;
            SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_HIGHEST);
            break;

            // specialized cases
        case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG:
        {
            // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
            if (!miscvalue1)
                continue;
            if (achievementCriteria->win_bg.bgMapID != GetPlayer()->GetMapId())
                continue;

            // those requirements couldn't be found in the dbc
            AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
            if (!data || !data->Meets(GetPlayer(), unit))
                continue;

            SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE:
        {
            // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
            if (!miscvalue1)
                continue;
            if (achievementCriteria->kill_creature.creatureID != miscvalue1)
                continue;

            // those requirements couldn't be found in the dbc
            AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
            if (!data || !data->Meets(GetPlayer(), unit))
                continue;

            SetCriteriaProgress(achievementCriteria, miscvalue2, PROGRESS_ACCUMULATE);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL:
            SetCriteriaProgress(achievementCriteria, GetPlayer()->getLevel());
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL:
            // update at loading or specific skill update
            if (miscvalue1 && miscvalue1 != achievementCriteria->reach_skill_level.skillID)
                continue;
            if (uint32 skillvalue = GetPlayer()->GetBaseSkillValue(achievementCriteria->reach_skill_level.skillID))
                SetCriteriaProgress(achievementCriteria, skillvalue);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL:
            // update at loading or specific skill update
            if (miscvalue1 && miscvalue1 != achievementCriteria->learn_skill_level.skillID)
                continue;
            if (uint32 maxSkillvalue = GetPlayer()->GetPureMaxSkillValue(achievementCriteria->learn_skill_level.skillID))
                SetCriteriaProgress(achievementCriteria, maxSkillvalue);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT:
            if (m_completedAchievements.find(achievementCriteria->complete_achievement.linkedAchievement) != m_completedAchievements.end())
                SetCriteriaProgress(achievementCriteria, 1);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT:
        {
            SetCriteriaProgress(achievementCriteria, GetPlayer()->getRewardedQuests().size());
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST_DAILY:
        {
            time_t nextDailyResetTime = sWorld->GetNextDailyQuestsResetTime();
            CriteriaProgress *progress = GetCriteriaProgress(achievementCriteria);

            if (!miscvalue1)          // Login case.
            {
                // reset if player missed one day.
                if (progress && progress->date < (nextDailyResetTime - 2 * DAY))
                    SetCriteriaProgress(achievementCriteria, 0, PROGRESS_SET);
                continue;
            }

            ProgressType progressType;
            if (!progress)
                progressType = PROGRESS_SET;          // 1st time. Start count.
            else if (progress->date < (nextDailyResetTime - 2 * DAY))
                progressType = PROGRESS_SET;          // last progress is older than 2 days. Player missed 1 day => Retart count.
            else if (progress->date < (nextDailyResetTime - DAY))
                progressType = PROGRESS_ACCUMULATE;          // last progress is between 1 and 2 days. => 1st time of the day.
            else
                continue;          // last progress is within the day before the reset => Already counted today.

            SetCriteriaProgress(achievementCriteria, 1, progressType);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE:
        {
            // speedup for non-login case
            if (miscvalue1 && miscvalue1 != achievementCriteria->complete_quests_in_zone.zoneID)
                continue;

            uint32 counter = 0;
            for (RewardedQuestSet::const_iterator itr = GetPlayer()->getRewardedQuests().begin(); itr != GetPlayer()->getRewardedQuests().end(); ++itr)
            {
                Quest const* quest = sObjectMgr->GetQuestTemplate(*itr);
                if (quest && quest->GetZoneOrSort() >= 0 && uint32(quest->GetZoneOrSort()) == achievementCriteria->complete_quests_in_zone.zoneID)
                    counter++;
            }

            SetCriteriaProgress(achievementCriteria, counter);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND:
            // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
            if (!miscvalue1)
                continue;
            if (GetPlayer()->GetMapId() != achievementCriteria->complete_battleground.mapID)
                continue;
            SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP:
            // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
            if (!miscvalue1)
                continue;
            if (GetPlayer()->GetMapId() != achievementCriteria->death_at_map.mapID)
                continue;
            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_DEATH:
        {
            // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
            if (!miscvalue1)
                continue;

            // skip wrong arena achievements, if not achievIdByArenaSlot then normal total death counter
            bool notfit = false;
            for (int j = 0; j < MAX_ARENA_SLOT; ++j)
            {
                if (achievIdByArenaSlot[j] == achievement->ID)
                {
                    Battleground* bg = GetPlayer()->GetBattleground();
                    if (!bg || !bg->isArena() || ArenaTeam::GetSlotByType(bg->GetArenaType()) != j)
                        notfit = true;

                    break;
                }
            }
            if (notfit)
                continue;

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON:
        {
            // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
            if (!miscvalue1)
                continue;

            Map const* map = GetPlayer()->IsInWorld() ? GetPlayer()->GetMap() : sMapMgr->FindMap(GetPlayer()->GetMapId(), GetPlayer()->GetInstanceId());
            if (!map || !map->IsDungeon())
                continue;

            // search case
            bool found = false;
            for (int j = 0; achievIdForDungeon[j][0]; ++j)
            {
                if (achievIdForDungeon[j][0] == achievement->ID)
                {
                    if (map->IsRaid())
                    {
                        // if raid accepted (ignore difficulty)
                        if (!achievIdForDungeon[j][2])
                            break;
                    }
                    else if (GetPlayer()->GetDungeonDifficulty() == DUNGEON_DIFFICULTY_NORMAL)
                    {
                        // dungeon in normal mode accepted
                        if (!achievIdForDungeon[j][1])
                            break;
                    }
                    else
                    {
                        // dungeon in heroic mode accepted
                        if (!achievIdForDungeon[j][3])
                            break;
                    }

                    found = true;
                    break;
                }
            }
            if (!found)
                continue;

            //FIXME: work only for instances where max == min for players
            if (((InstanceMap*) map)->GetMaxPlayers() != achievementCriteria->death_in_dungeon.manLimit)
                continue;

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE:
            // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
            if (!miscvalue1)
                continue;

            if (miscvalue1 != achievementCriteria->killed_by_creature.creatureEntry)
                continue;

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER:
            // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
            if (!miscvalue1)
                continue;

            // if team check required: must kill by opposition faction
            if (achievement->ID == 318 && miscvalue2 == GetPlayer()->GetTeam())
                continue;

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING:
        {
            // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
            if (!miscvalue1)
                continue;

            // those requirements couldn't be found in the dbc
            AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
            if (!data || !data->Meets(GetPlayer(), unit))
                continue;

            // miscvalue1 is the ingame fallheight*100 as stored in dbc
            SetCriteriaProgress(achievementCriteria, miscvalue1);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM:
            // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
            if (!miscvalue1)
                continue;

            if (miscvalue2 != achievementCriteria->death_from.type)
                continue;

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST:
        {
            // if miscvalues != 0, it contains the questID.
            if (miscvalue1)
            {
                if (miscvalue1 != achievementCriteria->complete_quest.questID)
                    continue;
            }
            else
            {
                // login case.
                if (!GetPlayer()->GetQuestRewardStatus(achievementCriteria->complete_quest.questID))
                    continue;
            }

            // exist many achievements with this criteria, use at this moment hardcoded check to skil simple case
            switch (achievement->ID)
            {
            case 31:
            case 1275:
            case 1276:
            case 1277:
            case 1282:
            case 1789:
            {
                // those requirements couldn't be found in the dbc
                AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
                if (!data || !data->Meets(GetPlayer(), unit))
                    continue;
                break;
            }

            default:
                break;
            }

            SetCriteriaProgress(achievementCriteria, 1);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET:
        case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2:
        {
            if (!miscvalue1 || miscvalue1 != achievementCriteria->be_spell_target.spellID)
                continue;

            // those requirements couldn't be found in the dbc
            AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
            if (!data)
                continue;

            if (!data->Meets(GetPlayer(), unit))
                continue;

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL:
        case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2:
        {
            if (!miscvalue1 || miscvalue1 != achievementCriteria->cast_spell.spellID)
                continue;

            // those requirements couldn't be found in the dbc
            AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
            if (!data)
                continue;

            if (!data->Meets(GetPlayer(), unit))
                continue;

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL:
            if (miscvalue1 && miscvalue1 != achievementCriteria->learn_spell.spellID)
                continue;

            if (GetPlayer()->HasSpell(achievementCriteria->learn_spell.spellID))

                SetCriteriaProgress(achievementCriteria, 1);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE:
        {
            // miscvalue1=loot_type (note: 0 = LOOT_CORPSE and then it ignored)
            // miscvalue2=count of item loot
            if (!miscvalue1 || !miscvalue2)
                continue;
            if (miscvalue1 != achievementCriteria->loot_type.lootType)
                continue;

            // zone specific
            if (achievementCriteria->loot_type.lootTypeCount == 1)
            {
                // those requirements couldn't be found in the dbc
                AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
                if (!data || !data->Meets(GetPlayer(), unit))
                    continue;
            }

            SetCriteriaProgress(achievementCriteria, miscvalue2, PROGRESS_ACCUMULATE);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM:
            // speedup for non-login case
            if (miscvalue1 && achievementCriteria->own_item.itemID != miscvalue1)
                continue;

            SetCriteriaProgress(achievementCriteria, GetPlayer()->GetItemCount(achievementCriteria->own_item.itemID, true));
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA:
            // miscvalue1 contains the personal rating
            if (!miscvalue1)          // no update at login
                continue;

            // additional requirements
            if (achievementCriteria->additionalRequirements[0].additionalRequirement_type == ACHIEVEMENT_CRITERIA_CONDITION_NO_LOSE)
            {
                // those requirements couldn't be found in the dbc
                AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
                if (!data || !data->Meets(GetPlayer(), unit, miscvalue1))
                {
                    // reset the progress as we have a win without the requirement.
                    SetCriteriaProgress(achievementCriteria, 0);
                    continue;
                }
            }

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM:
            // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
            if (!miscvalue1)
                continue;
            if (achievementCriteria->use_item.itemID != miscvalue1)
                continue;
            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM:
            // You _have_ to loot that item, just owning it when logging in does _not_ count!
            if (!miscvalue1)
                continue;
            if (miscvalue1 != achievementCriteria->own_item.itemID)
                continue;
            SetCriteriaProgress(achievementCriteria, miscvalue2, PROGRESS_ACCUMULATE);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA:
        {
            WorldMapOverlayEntry const* worldOverlayEntry = sWorldMapOverlayStore.LookupEntry(achievementCriteria->explore_area.areaReference);
            if (!worldOverlayEntry)
                break;

            bool matchFound = false;
            for (int j = 0; j < MAX_WORLD_MAP_OVERLAY_AREA_IDX; ++j)
            {
                uint32 area_id = worldOverlayEntry->areatableID[j];
                if (!area_id)          // array have 0 only in empty tail
                    break;

                int32 exploreFlag = GetAreaFlagByAreaID(area_id);
                if (exploreFlag < 0)
                    continue;

                uint32 playerIndexOffset = uint32(exploreFlag) / 32;
                uint32 mask = 1 << (uint32(exploreFlag) % 32);

                if (GetPlayer()->GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + playerIndexOffset) & mask)
                {
                    matchFound = true;
                    break;
                }
            }

            if (matchFound)
                SetCriteriaProgress(achievementCriteria, 1);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT:
            SetCriteriaProgress(achievementCriteria, GetPlayer()->GetBankBagSlotCount());
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION:
        {
            // skip faction check only at loading
            if (miscvalue1 && miscvalue1 != achievementCriteria->gain_reputation.factionID)
                continue;

            int32 reputation = GetPlayer()->GetReputationMgr().GetReputation(achievementCriteria->gain_reputation.factionID);
            if (reputation > 0)
                SetCriteriaProgress(achievementCriteria, reputation);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION:
        {
            SetCriteriaProgress(achievementCriteria, GetPlayer()->GetReputationMgr().GetExaltedFactionCount());
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP:
        {
            // skip for login case
            if (!miscvalue1)
                continue;
            SetCriteriaProgress(achievementCriteria, 1);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM:
        {
            // miscvalue1 = itemid
            // miscvalue2 = itemSlot
            if (!miscvalue1)
                continue;

            if (miscvalue2 != achievementCriteria->equip_epic_item.itemSlot)
                continue;

            // check item level and quality via achievement_criteria_data
            AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
            if (!data || !data->Meets(GetPlayer(), 0, miscvalue1))
                continue;

            SetCriteriaProgress(achievementCriteria, 1);
            break;
        }

        case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT:
        case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT:
        {
            // miscvalue1 = itemid
            // miscvalue2 = diced value
            if (!miscvalue1)
                continue;
            if (miscvalue2 != achievementCriteria->roll_greed_on_loot.rollValue)
                continue;

            ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(miscvalue1);
            if (!pProto)
                continue;

            // check item level via achievement_criteria_data
            AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
            if (!data || !data->Meets(GetPlayer(), 0, pProto->ItemLevel))
                continue;

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE:
        {
            // miscvalue1 = emote
            if (!miscvalue1)
                continue;
            if (miscvalue1 != achievementCriteria->do_emote.emoteID)
                continue;
            if (achievementCriteria->do_emote.count)
            {
                // those requirements couldn't be found in the dbc
                AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
                if (!data || !data->Meets(GetPlayer(), unit))
                    continue;
            }

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE:
        case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE:
        {
            if (!miscvalue1)
                continue;

            if (achievementCriteria->additionalRequirements[0].additionalRequirement_type == ACHIEVEMENT_CRITERIA_CONDITION_BG_MAP)
            {
                if (GetPlayer()->GetMapId() != achievementCriteria->additionalRequirements[0].additionalRequirement_value)
                    continue;

                // map specific case (BG in fact) expected player targeted damage/heal
                if (!unit || unit->GetTypeId() != TYPEID_PLAYER)
                    continue;
            }

            SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM:
            // miscvalue1 = item_id
            if (!miscvalue1)
                continue;
            if (miscvalue1 != achievementCriteria->equip_item.itemID)
                continue;

            SetCriteriaProgress(achievementCriteria, 1);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT:
            // miscvalue1 = go entry
            if (!miscvalue1)
                continue;
            if (miscvalue1 != achievementCriteria->use_gameobject.goEntry)
                continue;

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT:
            if (!miscvalue1)
                continue;
            if (miscvalue1 != achievementCriteria->fish_in_gameobject.goEntry)
                continue;

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS:
        {
            if (miscvalue1 && miscvalue1 != achievementCriteria->learn_skillline_spell.skillLine)
                continue;

            uint32 spellCount = 0;
            for (PlayerSpellMap::const_iterator spellIter = GetPlayer()->GetSpellMap().begin(); spellIter != GetPlayer()->GetSpellMap().end(); ++spellIter)
            {
                SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellIter->first);
                for (SkillLineAbilityMap::const_iterator skillIter = bounds.first; skillIter != bounds.second; ++skillIter)
                {
                    if (skillIter->second->skillId == achievementCriteria->learn_skillline_spell.skillLine)
                        spellCount++;
                }
            }

            SetCriteriaProgress(achievementCriteria, spellCount);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL:
            // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
            if (!miscvalue1)
                continue;

            if (achievementCriteria->win_duel.duelCount)
            {
                // those requirements couldn't be found in the dbc
                AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
                if (!data)
                    continue;

                if (!data->Meets(GetPlayer(), unit))
                    continue;
            }

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION:
            SetCriteriaProgress(achievementCriteria, GetPlayer()->GetReputationMgr().GetReveredFactionCount());
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION:
            SetCriteriaProgress(achievementCriteria, GetPlayer()->GetReputationMgr().GetHonoredFactionCount());
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS:
            SetCriteriaProgress(achievementCriteria, GetPlayer()->GetReputationMgr().GetVisibleFactionCount());
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM:
        case ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM:
        {
            // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case
            if (!miscvalue1)
                continue;
            ItemPrototype const* proto = ObjectMgr::GetItemPrototype(miscvalue1);
            if (!proto || proto->Quality < ITEM_QUALITY_EPIC)
                continue;

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE:
        {
            if (miscvalue1 && miscvalue1 != achievementCriteria->learn_skill_line.skillLine)
                continue;

            uint32 spellCount = 0;
            for (PlayerSpellMap::const_iterator spellIter = GetPlayer()->GetSpellMap().begin(); spellIter != GetPlayer()->GetSpellMap().end(); ++spellIter)
            {
                SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellIter->first);
                for (SkillLineAbilityMap::const_iterator skillIter = bounds.first; skillIter != bounds.second; ++skillIter)
                    if (skillIter->second->skillId == achievementCriteria->learn_skill_line.skillLine)
                        spellCount++;
            }

            SetCriteriaProgress(achievementCriteria, spellCount);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL:
            SetCriteriaProgress(achievementCriteria, GetPlayer()->GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS));
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS:
            if (!miscvalue1 || miscvalue1 != achievementCriteria->hk_class.classID)
                continue;

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_HK_RACE:
            if (!miscvalue1 || miscvalue1 != achievementCriteria->hk_race.raceID)
                continue;

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED:
            SetCriteriaProgress(achievementCriteria, GetPlayer()->GetMoney(), PROGRESS_HIGHEST);
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_EARN_ACHIEVEMENT_POINTS:
        {
            if (!miscvalue1)
            {
                uint32 points = 0;
                for (CompletedAchievementMap::iterator itr = m_completedAchievements.begin(); itr != m_completedAchievements.end(); ++itr)
                    if (AchievementEntry const* pAchievement = sAchievementStore.LookupEntry(itr->first))
                        points += pAchievement->points;
                SetCriteriaProgress(achievementCriteria, points, PROGRESS_SET);
            }
            else
                SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_ACCUMULATE);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE:
        {
            if (!miscvalue1 || miscvalue1 != achievementCriteria->bg_objective.objectiveId)
                continue;

            // those requirements couldn't be found in the dbc
            AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
            if (!data || !data->Meets(GetPlayer(), unit))
                continue;

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL:
        case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL:
        {
            // skip login update
            if (!miscvalue1)
                continue;

            // those requirements couldn't be found in the dbc
            AchievementCriteriaDataSet const* data = sAchievementMgr->GetCriteriaDataSet(achievementCriteria);
            if (!data || !data->Meets(GetPlayer(), unit))
                continue;

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA:
        {
            if (!miscvalue1 || miscvalue1 != achievementCriteria->honorable_kill_at_area.areaID)
                continue;

            SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_TEAM_RATING:
        case ACHIEVEMENT_CRITERIA_TYPE_REACH_TEAM_RATING:
        {
            uint32 reqTeamType = type == ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_TEAM_RATING ? achievementCriteria->highest_team_rating.teamtype : achievementCriteria->reach_team_rating.teamtype;

            if (miscvalue1)
            {
                if (miscvalue2 != reqTeamType)
                    continue;

                SetCriteriaProgress(achievementCriteria, miscvalue1, PROGRESS_HIGHEST);
            }
            else          // login case
            {
                for (uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
                    if (uint32 arena_team_id = GetPlayer()->GetArenaTeamId(arena_slot))
                        if (ArenaTeam * at = sObjectMgr->GetArenaTeamById(arena_team_id))
                            if (at->GetType() == reqTeamType)
                            {
                                SetCriteriaProgress(achievementCriteria, at->GetStats().Rating, PROGRESS_HIGHEST);
                                break;
                            }
            }
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_WIN_ARENA: // This also behaves like ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA
        {
            // Check map id requirement
            if (miscvalue1 == achievementCriteria->win_arena.mapID)
                SetCriteriaProgress(achievementCriteria, 1, PROGRESS_ACCUMULATE);
            break;
        }
        // std case: not exist in DBC, not triggered in code as result
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALTH:
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_SPELLPOWER:
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_ARMOR:
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_POWER:
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_STAT:
        case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_RATING:
            break;
            // FIXME: not triggered in code as result, need to implement
        case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_RAID:
        case ACHIEVEMENT_CRITERIA_TYPE_PLAY_ARENA:
        case ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK:
        case ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS:
        case ACHIEVEMENT_CRITERIA_TYPE_EARNED_PVP_TITLE:
        case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE_TYPE:
        case ACHIEVEMENT_CRITERIA_TYPE_TOTAL:
            break;
        }

        if (IsCompletedCriteria(achievementCriteria, achievement))
            CompletedCriteriaFor(achievement);

        // check again the completeness for SUMM and REQ COUNT achievements,
        // as they don't depend on the completed criteria but on the sum of the progress of each individual criteria
        if (achievement->flags & ACHIEVEMENT_FLAG_SUMM)
        {
            if (IsCompletedAchievement(achievement))
                CompletedAchievement(achievement);
        }

        if (AchievementEntryList const* achRefList = sAchievementMgr->GetAchievementByReferencedId(achievement->ID))
        {
            for (AchievementEntryList::const_iterator itr = achRefList->begin(); itr != achRefList->end(); ++itr)
                if (IsCompletedAchievement(*itr))
                    CompletedAchievement(*itr);
        }
    }
}

static const uint32 achievIdByClass[MAX_CLASSES] =
{ 0, 459, 465, 462, 458, 464, 461, 467, 460, 463, 0, 466 };
static const uint32 achievIdByClass85[MAX_CLASSES] =
{ 0, 5007, 5001, 5004, 5008, 5002, 5005, 4998, 5006, 5003, 0, 5000 };
static const uint32 achievIdByRace[MAX_RACES] =
{ 0, 1408, 1410, 1407, 1409, 1413, 1411, 1404, 1412, 0, 1405, 1406 };

bool AchievementMgr::IsCompletedCriteria(AchievementCriteriaEntry const* achievementCriteria, AchievementEntry const* achievement)
{
    // counter can never complete
    if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER)
        return false;

    if (achievement->flags & (ACHIEVEMENT_FLAG_REALM_FIRST_REACH | ACHIEVEMENT_FLAG_REALM_FIRST_KILL))
    {
        // someone on this realm has already completed that achievement
        if (sAchievementMgr->IsRealmCompleted(achievement))
            return false;
    }

    CriteriaProgress const* progress = GetCriteriaProgress(achievementCriteria);
    if (!progress)
        return false;

    switch (achievementCriteria->requiredType)
    {
    case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG:
        return progress->counter >= achievementCriteria->win_bg.winCount;
    case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE:
        return progress->counter >= achievementCriteria->kill_creature.creatureCount;
    case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL:
    {
        // skip wrong class achievements
        for (int i = 1; i < MAX_CLASSES; ++i)
            if (achievIdByClass[i] == achievement->ID && i != GetPlayer()->getClass())
                return false;

        // Skip wrong class achievements (level 85)
        for (int i = 1; i < MAX_CLASSES; ++i)
            if (achievIdByClass85[i] == achievement->ID && i != GetPlayer()->getClass())
                return false;

        // skip wrong race achievements
        for (int i = 1; i < MAX_RACES; ++i)
            if (achievIdByRace[i] == achievement->ID && i != GetPlayer()->getRace())
                return false;

        // appropriate class/race or not class/race specific
        return progress->counter >= achievementCriteria->reach_level.level;
    }
    case ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL:
        return progress->counter >= achievementCriteria->reach_skill_level.skillLevel;
    case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT:
        return progress->counter >= 1;
    case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT:
        return progress->counter >= achievementCriteria->complete_quest_count.totalQuestCount;
    case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST_DAILY:
        return progress->counter >= achievementCriteria->complete_daily_quest_daily.numberOfDays;
    case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE:
        return progress->counter >= achievementCriteria->complete_quests_in_zone.questCount;
    case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE:
    case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE:
        return progress->counter >= achievementCriteria->healing_done.count;
    case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST:
        return progress->counter >= achievementCriteria->complete_daily_quest.questCount;
    case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING:
        return progress->counter >= achievementCriteria->fall_without_dying.fallHeight;
    case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST:
        return progress->counter >= 1;
    case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET:
    case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2:
        return progress->counter >= achievementCriteria->be_spell_target.spellCount;
    case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL:
    case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2:
        return progress->counter >= achievementCriteria->cast_spell.castCount;
    case ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE:
        return progress->counter >= achievementCriteria->bg_objective.completeCount;
    case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA:
        return progress->counter >= achievementCriteria->honorable_kill_at_area.killCount;
    case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL:
        return progress->counter >= 1;
    case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL:
        return progress->counter >= achievementCriteria->honorable_kill.killCount;
    case ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM:
        return progress->counter >= achievementCriteria->own_item.itemCount;
    case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA:
        return progress->counter >= achievementCriteria->win_rated_arena.count;
    case ACHIEVEMENT_CRITERIA_TYPE_REACH_TEAM_RATING:
        return progress->counter >= achievementCriteria->reach_team_rating.teamrating;
    case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL:
        return progress->counter >= (achievementCriteria->learn_skill_level.skillLevel * 75);
    case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM:
        return progress->counter >= achievementCriteria->use_item.itemCount;
    case ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM:
        return progress->counter >= achievementCriteria->loot_item.itemCount;
    case ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA:
        return progress->counter >= 1;
    case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT:
        return progress->counter >= achievementCriteria->buy_bank_slot.numberOfSlots;
    case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION:
        return progress->counter >= achievementCriteria->gain_reputation.reputationAmount;
    case ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION:
        return progress->counter >= achievementCriteria->gain_exalted_reputation.numberOfExaltedFactions;
    case ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP:
        return progress->counter >= achievementCriteria->visit_barber.numberOfVisits;
    case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM:
        return progress->counter >= achievementCriteria->equip_epic_item.count;
    case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT:
    case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT:
        return progress->counter >= achievementCriteria->roll_greed_on_loot.count;
    case ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS:
        return progress->counter >= achievementCriteria->hk_class.count;
    case ACHIEVEMENT_CRITERIA_TYPE_HK_RACE:
        return progress->counter >= achievementCriteria->hk_race.count;
    case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE:
        return progress->counter >= achievementCriteria->do_emote.count;
    case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM:
        return progress->counter >= achievementCriteria->equip_item.count;
    case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD:
        return progress->counter >= achievementCriteria->quest_reward_money.goldInCopper;
    case ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY:
        return progress->counter >= achievementCriteria->loot_money.goldInCopper;
    case ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT:
        return progress->counter >= achievementCriteria->use_gameobject.useCount;
    case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL:
        return progress->counter >= achievementCriteria->special_pvp_kill.killCount;
    case ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT:
        return progress->counter >= achievementCriteria->fish_in_gameobject.lootCount;
    case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS:
        return progress->counter >= achievementCriteria->learn_skillline_spell.spellCount;
    case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL:
        return progress->counter >= achievementCriteria->win_duel.duelCount;
    case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE:
        return progress->counter >= achievementCriteria->loot_type.lootTypeCount;
    case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE:
        return progress->counter >= achievementCriteria->learn_skill_line.spellCount;
    case ACHIEVEMENT_CRITERIA_TYPE_EARN_ACHIEVEMENT_POINTS:
        return progress->counter >= 9000;
    case ACHIEVEMENT_CRITERIA_TYPE_USE_LFD_TO_GROUP_WITH_PLAYERS:
        return progress->counter >= achievementCriteria->use_lfg.dungeonsComplete;
    case ACHIEVEMENT_CRITERIA_TYPE_WIN_ARENA:
        return achievementCriteria->win_arena.count && progress->counter >= achievementCriteria->win_arena.count;
    // handle all statistic-only criteria here
    case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND:
    case ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP:
    case ACHIEVEMENT_CRITERIA_TYPE_DEATH:
    case ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON:
    case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE:
    case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER:
    case ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM:
    case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_TEAM_RATING:
    case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS:
    case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS:
    case ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS:
    case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER:
    case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL:
    case ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL:
    case ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS:
    case ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION:
    case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID:
    case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD:
    case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED:
    case ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS:
    case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION:
    case ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION:
    case ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS:
    case ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM:
    case ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM:
    case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED:
    case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED:
    case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALTH:
    case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_SPELLPOWER:
    case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_ARMOR:
    case ACHIEVEMENT_CRITERIA_TYPE_QUEST_ABANDONED:
    case ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN:
    case ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS:
    default:
        break;
    }
    return false;
}

void AchievementMgr::CompletedCriteriaFor(AchievementEntry const* achievement)
{
    // counter can never complete
    if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER)
        return;

    // already completed and stored
    if (HasAchieved(achievement))
        return;

    if (IsCompletedAchievement(achievement))
        CompletedAchievement(achievement);
}

bool AchievementMgr::IsCompletedAchievement(AchievementEntry const* entry)
{
    // counter can never complete
    if (entry->flags & ACHIEVEMENT_FLAG_COUNTER)
        return false;

    // for achievement with referenced achievement criterias get from referenced and counter from self
    uint32 achievmentForTestId = entry->refAchievement ? entry->refAchievement : entry->ID;
    uint32 achievmentForTestCount = entry->count;

    AchievementCriteriaEntryList const* cList = sAchievementMgr->GetAchievementCriteriaByAchievement(achievmentForTestId);
    if (!cList)
        return false;
    uint32 count = 0;

    // For SUMM achievements, we have to count the progress of each criteria of the achievement.
    // Oddly, the target count is NOT countained in the achievement, but in each individual criteria
    if (entry->flags & ACHIEVEMENT_FLAG_SUMM)
    {
        for (AchievementCriteriaEntryList::const_iterator itr = cList->begin(); itr != cList->end(); ++itr)
        {
            AchievementCriteriaEntry const* criteria = *itr;

            CriteriaProgress const* progress = GetCriteriaProgress(criteria);
            if (!progress)
                continue;

            count += progress->counter;

            // for counters, field4 contains the main count requirement
            if (count >= criteria->raw.count)
                return true;
        }
        return false;
    }

    // Default case - need complete all or
    bool completed_all = true;
    for (AchievementCriteriaEntryList::const_iterator itr = cList->begin(); itr != cList->end(); ++itr)
    {
        AchievementCriteriaEntry const* criteria = *itr;

        bool completed = IsCompletedCriteria(criteria, entry);

        // found an uncompleted criteria, but DONT return false yet - there might be a completed criteria with ACHIEVEMENT_CRITERIA_COMPLETE_FLAG_ALL
        if (completed)
            ++count;
        else
            completed_all = false;

        // completed as have req. count of completed criterias
        if (achievmentForTestCount > 0 && achievmentForTestCount <= count)
            return true;
    }

    // all criterias completed requirement
    if (completed_all && achievmentForTestCount == 0)
        return true;

    return false;
}

CriteriaProgress* AchievementMgr::GetCriteriaProgress(AchievementCriteriaEntry const* entry)
{
    CriteriaProgressMap::iterator iter = m_criteriaProgress.find(entry->ID);

    if (iter == m_criteriaProgress.end())
        return NULL;

    return &(iter->second);
}

void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry, uint32 changeValue, ProgressType ptype)
{
    // Don't allow to cheat - doing timed achievements without timer active
    TimedAchievementMap::iterator timedIter = m_timedAchievements.find(entry->ID);
    if (entry->timeLimit && timedIter == m_timedAchievements.end())
        return;

    sLog->outDebug(LOG_FILTER_ACHIEVEMENTSYS, "AchievementMgr::SetCriteriaProgress(%u, %u) for (GUID:%u)", entry->ID, changeValue, m_player->GetGUIDLow());

    CriteriaProgress* progress = GetCriteriaProgress(entry);
    if (!progress)
    {
        // not create record for 0 counter but allow it for timed achievements
        // we will need to send 0 progress to client to start the timer
        if (changeValue == 0 && !entry->timeLimit)
            return;

        progress = &m_criteriaProgress[entry->ID];
        progress->counter = changeValue;
    }
    else
    {
        uint32 newValue = 0;
        switch (ptype)
        {
        case PROGRESS_SET:
            newValue = changeValue;
            break;
        case PROGRESS_ACCUMULATE:
        {
            // avoid overflow
            uint32 max_value = std::numeric_limits < uint32 > ::max();
            newValue = max_value - progress->counter > changeValue ? progress->counter + changeValue : max_value;
            break;
        }
        case PROGRESS_HIGHEST:
            newValue = progress->counter < changeValue ? changeValue : progress->counter;
            break;
        }

        // not update (not mark as changed) if counter will have same value
        if (progress->counter == newValue && !entry->timeLimit)
            return;

        progress->counter = newValue;
    }

    progress->changed = true;
    progress->date = time(NULL);          // set the date to the latest update.

    uint32 timeElapsed = 0;
    bool timedCompleted = false;

    if (entry->timeLimit)
    {
        // has to exist else we wouldn't be here
        timedCompleted = IsCompletedCriteria(entry, sAchievementStore.LookupEntry(entry->referredAchievement));
        // Client expects this in packet
        timeElapsed = entry->timeLimit - (timedIter->second / IN_MILLISECONDS);

        // Remove the timer, we wont need it anymore
        if (timedCompleted)
            m_timedAchievements.erase(timedIter);
    }

    SendCriteriaUpdate(entry, progress, timeElapsed, timedCompleted);
}

void AchievementMgr::RemoveCriteriaProgress(const AchievementCriteriaEntry *entry)
{
    CriteriaProgressMap::iterator criteriaProgress = m_criteriaProgress.find(entry->ID);
    if (criteriaProgress == m_criteriaProgress.end())
        return;

    WorldPacket data(SMSG_CRITERIA_DELETED, 4);
    data << uint32(entry->ID);
    m_player->SendDirectMessage(&data);

    m_criteriaProgress.erase(criteriaProgress);
}

void AchievementMgr::UpdateTimedAchievements(uint32 timeDiff)
{
    if (!m_timedAchievements.empty())
    {
        for (TimedAchievementMap::iterator itr = m_timedAchievements.begin(); itr != m_timedAchievements.end();)
        {
            // Time is up, remove timer and reset progress
            if (itr->second <= timeDiff)
            {
                AchievementCriteriaEntry const *entry = sAchievementCriteriaStore.LookupEntry(itr->first);
                RemoveCriteriaProgress(entry);
                m_timedAchievements.erase(itr++);
            }
            else
            {
                itr->second -= timeDiff;
                ++itr;
            }
        }
    }
}

void AchievementMgr::StartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry, uint32 timeLost /*= 0*/)
{
    AchievementCriteriaEntryList const& achievementCriteriaList = sAchievementMgr->GetTimedAchievementCriteriaByType(type);
    for (AchievementCriteriaEntryList::const_iterator i = achievementCriteriaList.begin(); i != achievementCriteriaList.end(); ++i)
    {
        if ((*i)->timerStartEvent != entry)
            continue;

        AchievementEntry const *achievement = sAchievementStore.LookupEntry((*i)->referredAchievement);
        if (m_timedAchievements.find((*i)->ID) == m_timedAchievements.end() && !IsCompletedCriteria(*i, achievement))
        {
            // Start the timer
            if ((*i)->timeLimit * IN_MILLISECONDS > timeLost)
            {
                m_timedAchievements[(*i)->ID] = (*i)->timeLimit * IN_MILLISECONDS - timeLost;

                // and at client too
                SetCriteriaProgress(*i, 0, PROGRESS_SET);
            }
        }
    }
}

void AchievementMgr::RemoveTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry)
{
    AchievementCriteriaEntryList const& achievementCriteriaList = sAchievementMgr->GetTimedAchievementCriteriaByType(type);
    for (AchievementCriteriaEntryList::const_iterator i = achievementCriteriaList.begin(); i != achievementCriteriaList.end(); ++i)
    {
        if ((*i)->timerStartEvent != entry)
            continue;

        TimedAchievementMap::iterator timedIter = m_timedAchievements.find((*i)->ID);
        // We don't have timer for this achievement
        if (timedIter == m_timedAchievements.end())
            continue;

        // remove progress
        RemoveCriteriaProgress(*i);

        // Remove the timer
        m_timedAchievements.erase(timedIter);
    }
}

void AchievementMgr::CompletedAchievement(AchievementEntry const* achievement, bool ignoreGMAllowAchievementConfig)
{
    sLog->outDetail("AchievementMgr::CompletedAchievement(%u)", achievement->ID);

    if (m_player->GetSession()->GetSecurity() > AccountTypes(sWorld->getIntConfig(CONFIG_GM_LEVEL_ALLOW_ACHIEVEMENTS)) && !ignoreGMAllowAchievementConfig)
        return;

    if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER || HasAchieved(achievement))
        return;

    CompletedAchievementData& ca = m_completedAchievements[achievement->ID];
    ca.date = time(NULL);
    ca.changed = true;

    if (AchievementEntry const* pAchievement = sAchievementStore.LookupEntry(achievement->ID))
        achievementPoints += pAchievement->points;

    SendAchievementEarned(achievement);

    // don't insert for ACHIEVEMENT_FLAG_REALM_FIRST_KILL since otherwise only the first group member would reach that achievement
    // TODO: where do set this instead?
    if (!(achievement->flags & ACHIEVEMENT_FLAG_REALM_FIRST_KILL))
        sAchievementMgr->SetRealmCompleted(achievement);

    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT);
    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_ACHIEVEMENT_POINTS, achievement->points);

    // reward items and titles if any
    AchievementReward const* reward = sAchievementMgr->GetAchievementReward(achievement);

    // no rewards
    if (!reward)
        return;

    // titles
    //! Currently there's only one achievement that deals with gender-specific titles.
    //! Since no common attributes were found, (not even in titleRewardFlags field)
    //! we explicitly check by ID. Maybe in the future we could move the achievement_reward
    //! condition fields to the condition system.
    if (uint32 titleId = reward->titleId[achievement->ID == 1793 ? GetPlayer()->getGender() : (GetPlayer()->GetTeam() == ALLIANCE ? 0 : 1)])
        if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(titleId))
            GetPlayer()->SetTitle(titleEntry);

    // mail
    if (reward->sender)
    {
        Item* item = reward->itemId ? Item::CreateItem(reward->itemId, 1, GetPlayer()) : NULL;

        int loc_idx = GetPlayer()->GetSession()->GetSessionDbLocaleIndex();

        // subject and text
        std::string subject = reward->subject;
        std::string text = reward->text;
        if (loc_idx >= 0)
        {
            if (AchievementRewardLocale const* loc = sAchievementMgr->GetAchievementRewardLocale(achievement))
            {
                sObjectMgr->GetLocaleString(loc->subject, loc_idx, subject);
                sObjectMgr->GetLocaleString(loc->text, loc_idx, text);
            }
        }

        MailDraft draft(subject, text);

        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        if (item)
        {
            // save new item before send
            item->SaveToDB(trans);          // save for prevent lost at next mail load, if send fail then item will deleted

            // item
            draft.AddItem(item);
        }

        draft.SendMailTo(trans, GetPlayer(), MailSender(MAIL_CREATURE, reward->sender));
        CharacterDatabase.CommitTransaction(trans);
    }
}

void AchievementMgr::SendAllAchievementData()
{
    uint32 criterias = m_criteriaProgress.size();
    uint32 achievements = m_completedAchievements.size();
    // 2 is flag count, 8 is bits in byte
    uint32 flagBytesCount = uint32(ceil(float(criterias) * 2.0f / 8.0f));

    // since we don't know the exact size of the packed GUIDs this is just an approximation
    WorldPacket data(SMSG_ALL_ACHIEVEMENT_DATA, 4 + criterias * (8 + 4 + 4 + 8) + 8 + 4 + achievements * (4 + 4 + 4) + flagBytesCount);

    data << uint32(achievements);
    data << uint32(criterias);

    for (CompletedAchievementMap::const_iterator iter = m_completedAchievements.begin(); iter != m_completedAchievements.end(); ++iter)
        data << uint32(iter->first);
    for (CompletedAchievementMap::const_iterator iter = m_completedAchievements.begin(); iter != m_completedAchievements.end(); ++iter)
        data << uint32(secsToTimeBitFields(iter->second.date));
    for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter)
        data << uint64(iter->second.counter);

    time_t now = time(NULL);
    for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter)
        data << uint32(now - iter->second.date);
    for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter)
        data << uint32(secsToTimeBitFields(iter->second.date));
    for (uint32 i = 0; i < criterias; ++i)
        data.append(GetPlayer()->GetPackGUID());
    for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter)
        data << uint32(now - iter->second.date);
    for (uint32 i = 0; i < flagBytesCount; ++i)
        data << uint8(0);
    for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter)
        data << uint32(iter->first);

    GetPlayer()->GetSession()->SendPacket(&data);
}

void AchievementMgr::SendRespondInspectAchievements(Player* player)
{
    uint32 criterias = m_criteriaProgress.size();
    uint32 achievements = m_completedAchievements.size();
    // 2 is flag count, 8 is bits in byte
    uint32 flagBytesCount = uint32(ceil(float(criterias) * 2.0f / 8.0f));

    // since we don't know the exact size of the packed GUIDs this is just an approximation
    WorldPacket data(SMSG_RESPOND_INSPECT_ACHIEVEMENTS, 4 + criterias * (8 + 4 + 4 + 8) + 8 + 4 + achievements * (4 + 4 + 4) + flagBytesCount);

    data << uint32(criterias);

    for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter)
        data << uint64(iter->second.counter);
    for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter)
        data << uint32(iter->second.date);
    for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter)
        data << uint32(iter->first);

    data.append(GetPlayer()->GetPackGUID());

    for (uint32 i = 0; i < criterias; ++i)
        data.append(GetPlayer()->GetPackGUID());

    data << uint32(achievements);

    for (CompletedAchievementMap::const_iterator iter = m_completedAchievements.begin(); iter != m_completedAchievements.end(); ++iter)
        data << uint32(iter->first);
    for (CompletedAchievementMap::const_iterator iter = m_completedAchievements.begin(); iter != m_completedAchievements.end(); ++iter)
        data << uint32(secsToTimeBitFields(iter->second.date));
    for (uint32 i = 0; i < flagBytesCount; ++i)
        data << uint8(0);
    for (CompletedAchievementMap::const_iterator iter = m_completedAchievements.begin(); iter != m_completedAchievements.end(); ++iter)
        data << uint32(secsToTimeBitFields(iter->second.date));

    player->GetSession()->SendPacket(&data);
}

bool AchievementMgr::HasAchieved(AchievementEntry const* achievement) const
{
    return m_completedAchievements.find(achievement->ID) != m_completedAchievements.end();
}

//==========================================================
AchievementCriteriaEntryList const& AchievementGlobalMgr::GetAchievementCriteriaByType(AchievementCriteriaTypes type)
{
    return m_AchievementCriteriasByType[type];
}

AchievementCriteriaEntryList const& AchievementGlobalMgr::GetTimedAchievementCriteriaByType(AchievementCriteriaTimedTypes type)
{
    return m_AchievementCriteriasByTimedType[type];
}

void AchievementGlobalMgr::LoadAchievementCriteriaList()
{
    uint32 oldMSTime = getMSTime();

    if (sAchievementCriteriaStore.GetNumRows() == 0)
    {
        sLog->outErrorDb(">> Loaded 0 achievement criteria.");
        sLog->outString();
        return;
    }

    for (uint32 entryId = 0; entryId < sAchievementCriteriaStore.GetNumRows(); ++entryId)
    {
        AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(entryId);
        if (!criteria)
            continue;

        m_AchievementCriteriasByType[criteria->requiredType].push_back(criteria);
        m_AchievementCriteriaListByAchievement[criteria->referredAchievement].push_back(criteria);

        if (criteria->timeLimit)
            m_AchievementCriteriasByTimedType[criteria->timedType].push_back(criteria);
    }

    sLog->outString(">> Loaded %lu achievement criteria in %u ms", (unsigned long) m_AchievementCriteriasByType->size(), GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}

void AchievementGlobalMgr::LoadAchievementReferenceList()
{
    uint32 oldMSTime = getMSTime();

    if (sAchievementStore.GetNumRows() == 0)
    {
        sLog->outString(">> Loaded 0 achievement references.");
        sLog->outString();
        return;
    }

    uint32 count = 0;
    for (uint32 entryId = 0; entryId < sAchievementStore.GetNumRows(); ++entryId)
    {
        AchievementEntry const* achievement = sAchievementStore.LookupEntry(entryId);
        if (!achievement || !achievement->refAchievement)
            continue;

        m_AchievementListByReferencedId[achievement->refAchievement].push_back(achievement);
        ++count;
    }

    sLog->outString(">> Loaded %u achievement references in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}

void AchievementGlobalMgr::LoadAchievementCriteriaData()
{
    uint32 oldMSTime = getMSTime();
    m_criteriaDataMap.clear();          // need for reload case

    QueryResult result = WorldDatabase.Query("SELECT criteria_id, type, value1, value2, ScriptName FROM achievement_criteria_data");
    if (!result)
    {
        sLog->outString(">> Loaded 0 additional achievement criteria data. DB table `achievement_criteria_data` is empty.");
        sLog->outString();
        return;
    }

    uint32 count = 0;
    do
    {
        Field *fields = result->Fetch();
        uint32 criteria_id = fields[0].GetUInt32();

        AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(criteria_id);

        if (!criteria)
        {
            sLog->outErrorDb("Table `achievement_criteria_data` has data for non-existing criteria (Entry: %u), ignore.", criteria_id);
            continue;
        }

        uint32 dataType = fields[1].GetUInt32();
        const char* scriptName = fields[4].GetCString();
        uint32 scriptId = 0;
        if (strcmp(scriptName, ""))          // not empty
        {
            if (dataType != ACHIEVEMENT_CRITERIA_DATA_TYPE_SCRIPT)
                sLog->outErrorDb("Table `achievement_criteria_data` has ScriptName set for non-scripted data type (Entry: %u, type %u), useless data.", criteria_id, dataType);
            else
                scriptId = sObjectMgr->GetScriptId(scriptName);
        }

        AchievementCriteriaData data(dataType, fields[2].GetUInt32(), fields[3].GetUInt32(), scriptId);

        if (!data.IsValid(criteria))
            continue;

        // this will allocate empty data set storage
        AchievementCriteriaDataSet& dataSet = m_criteriaDataMap[criteria_id];
        dataSet.SetCriteriaId(criteria_id);

        // add real data only for not NONE data types
        if (data.dataType != ACHIEVEMENT_CRITERIA_DATA_TYPE_NONE)
            dataSet.Add(data);

        // counting data by and data types
        ++count;
    }
    while (result->NextRow());

    // post loading checks
    for (uint32 entryId = 0; entryId < sAchievementCriteriaStore.GetNumRows(); ++entryId)
    {
        AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(entryId);
        if (!criteria)
            continue;

        switch (criteria->requiredType)
        {
        case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG:          // any cases
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE:
            break;          // any cases
        case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST:
        {
            const AchievementEntry *achievement = sAchievementStore.LookupEntry(criteria->referredAchievement);
            if (!achievement)
                continue;

            // exist many achievements with this criteria, use at this moment hardcoded check to skil simple case
            switch (achievement->ID)
            {
            case 31:
            case 1275:
            case 1276:
            case 1277:
            case 1282:
            case 1789:
                break;
            default:
                continue;
            }
            break;
        }
        case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING:
            break;          // any cases
        case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET:          // any cases
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL:          // any cases
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA:          // need skip generic cases
            if (criteria->additionalRequirements[0].additionalRequirement_type != ACHIEVEMENT_CRITERIA_CONDITION_NO_LOSE)
                continue;
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM:          // any cases
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT:
            break;          // any cases
        case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT:
            break;          // any cases
        case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE:          // need skip generic cases
            if (criteria->do_emote.count == 0)
                continue;
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2:
            break;          // any cases
        case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL:          // skip statistics
            if (criteria->win_duel.duelCount == 0)
                continue;
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2:          // any cases
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE:          // need skip generic cases
            if (criteria->loot_type.lootTypeCount != 1)
                continue;
            break;
        case ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE:
            break;          // any cases
        case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL:
            break;          // any cases
        case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL:          // any cases
            break;
        default:          // type not use DB data, ignore
            continue;
        }

        if (!GetCriteriaDataSet(criteria) && !sDisableMgr->IsDisabledFor(DISABLE_TYPE_ACHIEVEMENT_CRITERIA, entryId, NULL))
            sLog->outErrorDb("Table `achievement_criteria_data` does not have expected data for criteria (Entry: %u Type: %u) for achievement %u.", criteria->ID, criteria->requiredType, criteria->referredAchievement);
    }

    sLog->outString(">> Loaded %u additional achievement criteria data in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}

void AchievementGlobalMgr::LoadCompletedAchievements()
{
    uint32 oldMSTime = getMSTime();

    QueryResult result = CharacterDatabase.Query("SELECT achievement FROM character_achievement GROUP BY achievement");

    if (!result)
    {
        sLog->outString(">> Loaded 0 completed achievements. DB table `character_achievement` is empty.");
        sLog->outString();
        return;
    }

    do
    {
        Field *fields = result->Fetch();

        uint32 achievement_id = fields[0].GetUInt32();
        if (!sAchievementStore.LookupEntry(achievement_id))
        {
            // we will remove not existed achievement for all characters
            sLog->outError("Non-existing achievement %u data removed from table `character_achievement`.", achievement_id);
            CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE achievement = %u", achievement_id);
            continue;
        }

        m_allCompletedAchievements.insert(achievement_id);
    }
    while (result->NextRow());

    sLog->outString(">> Loaded %lu completed achievements in %u ms", (unsigned long) m_allCompletedAchievements.size(), GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}

void AchievementGlobalMgr::LoadRewards()
{
    uint32 oldMSTime = getMSTime();
    m_achievementRewards.clear();          // need for reload case
                                           //0      1       2       3       4       5       6
    QueryResult result = WorldDatabase.Query("SELECT entry, title_A, title_H, item, sender, subject, text FROM achievement_reward");

    if (!result)
    {
        sLog->outErrorDb(">> Loaded 0 achievement rewards. DB table `achievement_reward` is empty.");
        sLog->outString();
        return;
    }

    uint32 count = 0;

    do
    {
        Field *fields = result->Fetch();
        uint32 entry = fields[0].GetUInt32();
        const AchievementEntry* pAchievement = sAchievementStore.LookupEntry(entry);
        if (!pAchievement)
        {
            sLog->outErrorDb("Table `achievement_reward` has wrong achievement (Entry: %u), ignore", entry);
            continue;
        }

        AchievementReward reward;
        reward.titleId[0] = fields[1].GetUInt32();
        reward.titleId[1] = fields[2].GetUInt32();
        reward.itemId = fields[3].GetUInt32();
        reward.sender = fields[4].GetUInt32();
        reward.subject = fields[5].GetString();
        reward.text = fields[6].GetString();

        // must be title or mail at least
        if (!reward.titleId[0] && !reward.titleId[1] && !reward.sender)
        {
            sLog->outErrorDb("Table `achievement_reward` (Entry: %u) not have title or item reward data, ignore.", entry);
            continue;
        }

        if (pAchievement->factionFlag == ACHIEVEMENT_FACTION_ANY && ((reward.titleId[0] == 0) != (reward.titleId[1] == 0)))
            sLog->outErrorDb("Table `achievement_reward` (Entry: %u) has title (A: %u H: %u) for only one team.", entry, reward.titleId[0], reward.titleId[1]);

        if (reward.titleId[0])
        {
            CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(reward.titleId[0]);
            if (!titleEntry)
            {
                sLog->outErrorDb("Table `achievement_reward` (Entry: %u) has invalid title id (%u) in `title_A`, set to 0", entry, reward.titleId[0]);
                reward.titleId[0] = 0;
            }
        }

        if (reward.titleId[1])
        {
            CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(reward.titleId[1]);
            if (!titleEntry)
            {
                sLog->outErrorDb("Table `achievement_reward` (Entry: %u) has invalid title id (%u) in `title_H`, set to 0", entry, reward.titleId[1]);
                reward.titleId[1] = 0;
            }
        }

        //check mail data before item for report including wrong item case
        if (reward.sender)
        {
            if (!ObjectMgr::GetCreatureTemplate(reward.sender))
            {
                sLog->outErrorDb("Table `achievement_reward` (Entry: %u) has invalid creature entry %u as sender, mail reward skipped.", entry, reward.sender);
                reward.sender = 0;
            }
        }
        else
        {
            if (reward.itemId)
                sLog->outErrorDb("Table `achievement_reward` (Entry: %u) does not have sender data but has item reward, item will not be rewarded.", entry);

            if (!reward.subject.empty())
                sLog->outErrorDb("Table `achievement_reward` (Entry: %u) does not have sender data but has mail subject.", entry);

            if (!reward.text.empty())
                sLog->outErrorDb("Table `achievement_reward` (Entry: %u) does not have sender data but has mail text.", entry);
        }

        if (reward.itemId)
        {
            if (!ObjectMgr::GetItemPrototype(reward.itemId))
            {
                sLog->outErrorDb("Table `achievement_reward` (Entry: %u) has invalid item id %u, reward mail will not contain item.", entry, reward.itemId);
                reward.itemId = 0;
            }
        }

        m_achievementRewards[entry] = reward;
        ++count;
    }
    while (result->NextRow());

    sLog->outString(">> Loaded %u achievement rewards in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}

void AchievementGlobalMgr::LoadRewardLocales()
{
    uint32 oldMSTime = getMSTime();
    m_achievementRewardLocales.clear();          // need for reload case

    QueryResult result = WorldDatabase.Query("SELECT entry, subject_loc1, text_loc1, subject_loc2, text_loc2, subject_loc3, text_loc3, subject_loc4, text_loc4, subject_loc5, text_loc5, subject_loc6, text_loc6, subject_loc7, text_loc7, subject_loc8, text_loc8 FROM locales_achievement_reward");
    if (!result)
    {
        sLog->outString(">> Loaded 0 achievement reward locale strings.  DB table `locales_achievement_reward` is empty");
        sLog->outString();
        return;
    }

    do
    {
        Field *fields = result->Fetch();
        uint32 entry = fields[0].GetUInt32();

        if (m_achievementRewards.find(entry) == m_achievementRewards.end())
        {
            sLog->outErrorDb("Table `locales_achievement_reward` (Entry: %u) has locale strings for non-existing achievement reward.", entry);
            continue;
        }

        AchievementRewardLocale& data = m_achievementRewardLocales[entry];

        for (int i = 1; i < TOTAL_LOCALES; ++i)
        {
            LocaleConstant locale = (LocaleConstant) i;
            std::string str = fields[1 + 2 * (i - 1)].GetString();
            sObjectMgr->AddLocaleString(str, locale, data.subject);

            str = fields[1 + 2 * (i - 1) + 1].GetString();
            sObjectMgr->AddLocaleString(str, locale, data.text);
        }
    }
    while (result->NextRow());

    sLog->outString(">> Loaded %lu achievement reward locale strings in %u ms", (unsigned long) m_achievementRewardLocales.size(), GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}

void AchievementMgr::Compress(WorldPacket &packet, uint32 newOpcode)
{
    uint32 pSize = packet.wpos();
    uint32 destsize = compressBound(pSize);
    packet.resize(destsize + sizeof(uint32));
    packet.put<uint32>(0, pSize);

    Compress(const_cast<uint8*>(packet.contents()) + sizeof(uint32), &destsize, (void*) packet.contents(), pSize);
    if (destsize == 0)
        return;

    packet.resize(destsize + sizeof(uint32));
    packet.SetOpcode(newOpcode);
}

void AchievementMgr::Compress(void* dst, uint32 *dst_size, void* src, int src_size)
{
    z_stream c_stream;

    c_stream.zalloc = (alloc_func) 0;
    c_stream.zfree = (free_func) 0;
    c_stream.opaque = (voidpf) 0;

    // default Z_BEST_SPEED (1)
    int z_res = deflateInit(&c_stream, sWorld->getIntConfig(CONFIG_COMPRESSION));
    if (z_res != Z_OK)
    {
        sLog->outError("Can't compress update packet (zlib: deflateInit) Error code: %i (%s)", z_res, zError(z_res));
        *dst_size = 0;
        return;
    }

    c_stream.next_out = (Bytef*) dst;
    c_stream.avail_out = *dst_size;
    c_stream.next_in = (Bytef*) src;
    c_stream.avail_in = (uInt) src_size;

    z_res = deflate(&c_stream, Z_NO_FLUSH);
    if (z_res != Z_OK)
    {
        sLog->outError("Can't compress update packet (zlib: deflate) Error code: %i (%s)", z_res, zError(z_res));
        *dst_size = 0;
        return;
    }

    if (c_stream.avail_in != 0)
    {
        sLog->outError("Can't compress update packet (zlib: deflate not greedy)");
        *dst_size = 0;
        return;
    }

    z_res = deflate(&c_stream, Z_FINISH);
    if (z_res != Z_STREAM_END)
    {
        sLog->outError("Can't compress update packet (zlib: deflate should report Z_STREAM_END instead %i (%s)", z_res, zError(z_res));
        *dst_size = 0;
        return;
    }

    z_res = deflateEnd(&c_stream);
    if (z_res != Z_OK)
    {
        sLog->outError("Can't compress update packet (zlib: deflateEnd) Error code: %i (%s)", z_res, zError(z_res));
        *dst_size = 0;
        return;
    }

    *dst_size = c_stream.total_out;
}
